#region Copyright & License Information /* * Copyright 2007-2021 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; namespace OpenRA { /// /// 3d World rotation. /// public readonly struct WRot : IEquatable { // The Euler angle representation is a lot more intuitive for public use public readonly WAngle Roll, Pitch, Yaw; // Internal calculations use the quaternion form readonly int x, y, z, w; /// /// Construct a rotation from euler angles. /// public WRot(WAngle roll, WAngle pitch, WAngle yaw) { Roll = roll; Pitch = pitch; Yaw = yaw; // Angles increase clockwise var qr = new WAngle(-Roll.Angle / 2); var qp = new WAngle(-Pitch.Angle / 2); var qy = new WAngle(-Yaw.Angle / 2); var cr = (long)qr.Cos(); var sr = (long)qr.Sin(); var cp = (long)qp.Cos(); var sp = (long)qp.Sin(); var cy = (long)qy.Cos(); var sy = (long)qy.Sin(); // Normalized to 1024 == 1.0 x = (int)((sr * cp * cy - cr * sp * sy) / 1048576); y = (int)((cr * sp * cy + sr * cp * sy) / 1048576); z = (int)((cr * cp * sy - sr * sp * cy) / 1048576); w = (int)((cr * cp * cy + sr * sp * sy) / 1048576); } /// /// Construct a rotation from an axis and angle. /// The axis is expected to be normalized to length 1024 /// public WRot(WVec axis, WAngle angle) { // Angles increase clockwise x = axis.X * new WAngle(-angle.Angle / 2).Sin() / 1024; y = axis.Y * new WAngle(-angle.Angle / 2).Sin() / 1024; z = axis.Z * new WAngle(-angle.Angle / 2).Sin() / 1024; w = new WAngle(-angle.Angle / 2).Cos(); (Roll, Pitch, Yaw) = QuaternionToEuler(x, y, z, w); } WRot(int x, int y, int z, int w) { this.x = x; this.y = y; this.z = z; this.w = w; (Roll, Pitch, Yaw) = QuaternionToEuler(x, y, z, w); } static (WAngle, WAngle, WAngle) QuaternionToEuler(int x, int y, int z, int w) { // Theoretically 1024 squared, but may differ slightly due to rounding var lsq = x * x + y * y + z * z + w * w; var srcp = 2 * (w * x + y * z); var crcp = lsq - 2 * (x * x + y * y); var sp = (w * y - z * x) / 512; var sycp = 2 * (w * z + x * y); var cycp = lsq - 2 * (y * y + z * z); var roll = -WAngle.ArcTan(srcp, crcp); var pitch = -(Math.Abs(sp) >= 1024 ? new WAngle(Math.Sign(sp) * 256) : WAngle.ArcSin(sp)); var yaw = -WAngle.ArcTan(sycp, cycp); return (roll, pitch, yaw); } WRot(int x, int y, int z, int w, WAngle roll, WAngle pitch, WAngle yaw) { this.x = x; this.y = y; this.z = z; this.w = w; Roll = roll; Pitch = pitch; Yaw = yaw; } public static readonly WRot None = new WRot(WAngle.Zero, WAngle.Zero, WAngle.Zero); public static WRot FromFacing(int facing) { return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)); } public static WRot FromYaw(WAngle yaw) { return new WRot(WAngle.Zero, WAngle.Zero, yaw); } public static WRot operator +(in WRot a, in WRot b) { return new WRot(a.Roll + b.Roll, a.Pitch + b.Pitch, a.Yaw + b.Yaw); } public static WRot operator -(in WRot a, in WRot b) { return new WRot(a.Roll - b.Roll, a.Pitch - b.Pitch, a.Yaw - b.Yaw); } public static WRot operator -(in WRot a) { return new WRot(-a.x, -a.y, -a.z, a.w, -a.Roll, -a.Pitch, -a.Yaw); } public WRot Rotate(in WRot rot) { if (this == None) return rot; if (rot == None) return this; var rx = ((long)rot.w * x + (long)rot.x * w + (long)rot.y * z - (long)rot.z * y) / 1024; var ry = ((long)rot.w * y - (long)rot.x * z + (long)rot.y * w + (long)rot.z * x) / 1024; var rz = ((long)rot.w * z + (long)rot.x * y - (long)rot.y * x + (long)rot.z * w) / 1024; var rw = ((long)rot.w * w - (long)rot.x * x - (long)rot.y * y - (long)rot.z * z) / 1024; return new WRot((int)rx, (int)ry, (int)rz, (int)rw); } public static bool operator ==(in WRot me, in WRot other) { return me.Roll == other.Roll && me.Pitch == other.Pitch && me.Yaw == other.Yaw; } public static bool operator !=(in WRot me, in WRot other) { return !(me == other); } public WRot WithRoll(WAngle roll) { return new WRot(roll, Pitch, Yaw); } public WRot WithPitch(WAngle pitch) { return new WRot(Roll, pitch, Yaw); } public WRot WithYaw(WAngle yaw) { return new WRot(Roll, Pitch, yaw); } public void AsMatrix(out Int32Matrix4x4 mtx) { // Theoretically 1024 squared, but may differ slightly due to rounding var lsq = x * x + y * y + z * z + w * w; // Quaternion components use 10 bits, so there's no risk of overflow #pragma warning disable SA1115 // Allow blank lines to visually separate matrix rows mtx = new Int32Matrix4x4( lsq - 2 * (y * y + z * z), 2 * (x * y + z * w), 2 * (x * z - y * w), 0, 2 * (x * y - z * w), lsq - 2 * (x * x + z * z), 2 * (y * z + x * w), 0, 2 * (x * z + y * w), 2 * (y * z - x * w), lsq - 2 * (x * x + y * y), 0, 0, 0, 0, lsq); #pragma warning restore SA1115 } public Int32Matrix4x4 AsMatrix() { AsMatrix(out var mtx); return mtx; } public override int GetHashCode() { return Roll.GetHashCode() ^ Pitch.GetHashCode() ^ Yaw.GetHashCode(); } public bool Equals(WRot other) { return other == this; } public override bool Equals(object obj) { return obj is WRot && Equals((WRot)obj); } public override string ToString() { return Roll + "," + Pitch + "," + Yaw; } public static WRot SLerp(in WRot a, in WRot b, int mul, int div) { // This implements the standard spherical linear interpolation // between two quaternions, accounting for OpenRA's integer math // conventions and WRot always using (nearly) normalized quaternions var dot = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; var flip = dot >= 0 ? 1 : -1; // a and b describe the same rotation if (flip * dot >= 1024 * 1024) return a; var theta = WAngle.ArcCos(dot / 1024); var s1 = new WAngle((div - mul) * theta.Angle / div).Sin(); var s2 = new WAngle(mul * theta.Angle / div).Sin(); var s3 = theta.Sin(); var x = ((long)a.x * s1 + flip * b.x * s2) / s3; var y = ((long)a.y * s1 + flip * b.y * s2) / s3; var z = ((long)a.z * s1 + flip * b.z * s2) / s3; var w = ((long)a.w * s1 + flip * b.w * s2) / s3; // Normalize to 1024 == 1.0 var l = Exts.ISqrt(x * x + y * y + z * z + w * w); return new WRot((int)(1024 * x / l), (int)(1024 * y / l), (int)(1024 * z / l), (int)(1024 * w / l)); } } }